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  1. #41
    Player
    EaMett's Avatar
    Join Date
    Dec 2016
    Posts
    1,430
    Character
    Ea Sin
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Skiros View Post
    I think I should emphasize that I am not criticizing the lack of challenge, I am criticizing the lack of creativity and the lack of fresh mechanics.
    When I said easier I didn't just mean execution. I also meant it as in more basic mechanics.
    (1)

  2. #42
    Player
    GrizzlyTank's Avatar
    Join Date
    Jul 2015
    Posts
    1,718
    Character
    Livia Bloodletter
    World
    Phoenix
    Main Class
    Dancer Lv 100
    A starting point would to simply start making uneven battlefields. Less squares and circles, corridors and height difference instead.
    (6)

  3. #43
    Player
    Roda's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    2,249
    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by GrizzlyTank View Post
    A starting point would to simply start making uneven battlefields. Less squares and circles, corridors and height difference instead.
    My bar is so low that I'm giving them credit for p2
    (1)

  4. #44
    Player
    SenorPatty's Avatar
    Join Date
    May 2016
    Location
    Cosmic Black Hole of a Hot Pocket
    Posts
    3,054
    Character
    Vice Shark
    World
    Coeurl
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Remish View Post
    I think Phantom Train was one of the most creative fights this game ever experimented with. I loved how all over the place that was.
    Though I guess from a farm/grind pov, it's annoying.
    Thank you for bringing this up. There's also the halicarnassus fight, which features a nice little intermission puzzle in sliding sands. This is the sort of thing I want more in future raids. These nifty, "need a min to think here" moments in fights.
    (1)
    Quote Originally Posted by Rein_eon_Osborne View Post
    Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.

  5. #45
    Player
    OtakuSempai's Avatar
    Join Date
    May 2019
    Posts
    119
    Character
    Corvus Marcellus
    World
    Exodus
    Main Class
    Sage Lv 90
    Quote Originally Posted by Jybril View Post
    Because of this games combat system, you won't get anything too crazy or different because the core won't allow it. Pretty much the same for everything combat in this game and probably why they homogenized everything.
    And you know this... how? Because you have insider knowledge in how the 2.0 engine was constructed and are experienced in implementing back-end systems in game development?

    ... Or are you just another defeatist apologist that seems to flood these forums defending bad/stale game design?
    (0)

  6. #46
    Player Theodric's Avatar
    Join Date
    Sep 2013
    Posts
    10,051
    Character
    Matthieu Desrosiers
    World
    Cerberus
    Main Class
    Reaper Lv 90
    Just a random idea, but what about an icy arena that gradually cracks as the fight advances and then gives way to a second arena beneath the first? I really want to see more varied approaches to terrain - even if it's just a secondary square/circle beneath the first.
    (11)

  7. #47
    Player
    OtakuSempai's Avatar
    Join Date
    May 2019
    Posts
    119
    Character
    Corvus Marcellus
    World
    Exodus
    Main Class
    Sage Lv 90
    Quote Originally Posted by Kaurhz View Post
    Aside from this the only feedback I would have is to try and make these raids feel a little more like raids. Even if that's just adding some corridor fodder before the boss, or 'boss' fights that isn't just a single entity, but rather something like a throwback once again to Cuff of the Father and Binding Coil Turns 3/4.
    Nooooo I like being able to zone in and clear within 5 mins. If I know the mechanics right off the bat cause it's the same as every other fight the better cause then I can get out faster. Even better if my rotation is less than 2 buttons that way I barely have to focus or pay attention. I don't even like playing videogames and I'm glad SE is designing things around me
    (2)

  8. #48
    Player
    OtakuSempai's Avatar
    Join Date
    May 2019
    Posts
    119
    Character
    Corvus Marcellus
    World
    Exodus
    Main Class
    Sage Lv 90
    Quote Originally Posted by SenorPatty View Post
    Thank you for bringing this up. There's also the halicarnassus fight, which features a nice little intermission puzzle in sliding sands. This is the sort of thing I want more in future raids. These nifty, "need a min to think here" moments in fights.
    100000% yes and those are my favorite fights in the whole game. This shows they are capable of being very creative and any hand waiving by some people cause of "old design and combat system" is just ignorance.
    (2)

  9. #49
    Player
    BluexBird's Avatar
    Join Date
    Jul 2016
    Posts
    573
    Character
    Blue Bird
    World
    Jenova
    Main Class
    Warrior Lv 90
    O3S was probably my favorite Savage raid after A11S. I wish they had kept the sand puzzle during Savage - only made it a random pattern every fight. What I loved about O3S is you didn't know which tile she was gonna jump to at the end, and checking for the safe spot during the cave phase.

    I love fights with randomized patterns. It's why I love the current Extreme fight so much. Not knowing where the snakes will show, having to figure out where the safe spot is before the stage turns... IT'S SO MUCH FUN!

    This game needs more of this. More unpredictable fights where you actually have to think in the middle. I think the only situation where this wouldn't be good is if it affects uptime.

    I don't mind seeing the same mechanics repeating themselves, as long as you mix them up in interesting ways. The current raids that dropped have a lot of potential. Let's see what they do with Savage before we criticize them.
    (1)

  10. #50
    Player
    SaberMaxwell's Avatar
    Join Date
    Jul 2017
    Posts
    1,244
    Character
    Saber Maxwell
    World
    Faerie
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Theodric View Post
    Just a random idea, but what about an icy arena that gradually cracks as the fight advances and then gives way to a second arena beneath the first? I really want to see more varied approaches to terrain - even if it's just a secondary square/circle beneath the first.
    Actually this idea's been toyed with in HW. Zurvan's first phase, though not icy, is an arena that breaks away to a second arena below. Not much else was done with the concept, so it would be interesting to see it explored in more depth.
    (1)
    Quote Originally Posted by Packetdancer View Post
    I either buy my own sandwich or I end up with pork-nostrils.

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